<!DOCTYPE html>
<html xmlns="http://www.w3.org/1999/xhtml">

<head>
    <meta
        http-equiv="Content-Type"
        content="text/html; charset=utf-8"
    />
    <title>6汽车动画-前进</title>

    <style>
        html,
        body {
            overflow: hidden;
            width: 100%;
            height: 100%;
            margin: 0;
            padding: 0;
        }

        #renderCanvas {
            width: 100%;
            height: 100%;
            touch-action: none;
        }
    </style>

    <script src="https://cdn.babylonjs.com/babylon.js"></script>
    <!-- 允许您将模型导入到场景中 -->
    <script src="https://cdn.babylonjs.com/loaders/babylonjs.loaders.min.js"></script>
    <!-- 允许您使用触摸屏 -->
    <script src="https://code.jquery.com/pep/0.4.3/pep.js"></script>
    <!-- earcut算法 -->
    <script src="../../src/earcut.js"></script>
</head>

<body>
    <canvas
        id="renderCanvas"
        touch-action="none"
    ></canvas>
    <!-- 注意browseatouch-action="none"以获得PEPr/canvas调整大小事件的最佳效果 -->


    <script>
        const canvas = document.getElementById("renderCanvas"); //获取canvas元素
        const engine = new BABYLON.Engine(canvas, true); // Generate the BABYLON 3D engine

        //在这里添加与playground格式匹配的代码
        const createScene = function () {
            const scene = new BABYLON.Scene(engine);//使用引擎
            const camera = new BABYLON.ArcRotateCamera("camera", -Math.PI / 2, Math.PI / 2.5, 2, new BABYLON.Vector3(0, 0, 0));//设置摄像机
            camera.attachControl(canvas, true);
            const light = new BABYLON.HemisphericLight("light", new BABYLON.Vector3(1, 1, 0));//设置灯光

            BABYLON.SceneLoader.ImportMeshAsync(
                "",
                "https://assets.babylonjs.com/meshes/",
                "car.babylon"
            ).then(() => {

                //car animatiion
                const car = scene.getMeshByName("car");
                const anmiCar = new BABYLON.Animation(
                    "carAnimation",
                    "position.x",
                    30,
                    BABYLON.Animation.ANIMATIONTYPE_FLOAT,
                    BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE
                );
                // 关键帧数组
                const carKeys = [];
                carKeys.push({
                    frame: 0,   // 帧开始
                    value: -4   // 修改物体的属性position.x=-4
                })
                carKeys.push({
                    frame: 150,     //帧结束
                    value: 4
                });
                anmiCar.setKeys(carKeys);
                car.animations = [];
                car.animations.push(anmiCar);
                scene.beginAnimation(car, 0, 150, true)

                const wheelRB = scene.getMeshByName("wheelRB");
                const wheelRF = scene.getMeshByName("wheelRF");
                const wheelLB = scene.getMeshByName("wheelLB");
                const wheelLF = scene.getMeshByName("wheelLF");
                console.log(wheelRB.animations)
                scene.beginAnimation(wheelRB, 0, 30, true);
                scene.beginAnimation(wheelRF, 0, 30, true);
                scene.beginAnimation(wheelLB, 0, 30, true);
                scene.beginAnimation(wheelLF, 0, 30, true);
            });

            return scene;

        }

        const scene = createScene(); //调用createScene函数

        //注册一个渲染循环来重复渲染场景
        engine.runRenderLoop(function () {
            scene.render();
        });

        // 注意浏览器、画布大小调整事件
        window.addEventListener("resize", function () {
            engine.resize();
        });
    </script>
</body>

</html>